They could make the CG 720p.LiquidMetal14 said:How many discs is this gonna be on 360? Let's be rational. And it better not have that BS Star Ocean 4 US disc stacking.
I'm going for three, maybe four discs.
They could make the CG 720p.LiquidMetal14 said:How many discs is this gonna be on 360? Let's be rational. And it better not have that BS Star Ocean 4 US disc stacking.
LiquidMetal14 said:How many discs is this gonna be on 360? Let's be rational. And it better not have that BS Star Ocean 4 US disc stacking.
Kagari said:Well, at least at B3D forums they are saying the game is 720p upscaled to 1080p with the FMV in 1080p. 4xAA as well... so, at least it's actually running in HD.
Tyrone Slothrop said:wait, so battles cut to away to a different screen again?? boooo. way to step backwards
Have you not seen any of the demo videos?Tyrone Slothrop said:wait, so battles cut to away to a different screen again?? boooo. way to step backwards
It is identical. It's just to frame the enemies and correct the arrangement of the characters as far as I can tell.Tyrone Slothrop said:yeah i just got done watching them. looks like it cuts away to a different (albeit nearly identical) screen.
Awntawn said:Finally got my copy today.
Can't see Lightning's panties ;'( There's like a black hole under her skirt.
And Lebreaux is even hotter in real time ;O
Syntek said:The FMV in the demo disc looked a lot sharper to me. A while ago, european PSN had a "1080"p trailer, which didn't look anywhere as clear. It might have been due to compression, but my guess is that trailer was an upscaled 720p trailer on other PSN servers.
I usually don't care whether FMVs are 720p or 1080p, but this is really really beautiful stuff, it'd be nice if they are kept at 1080p native.
I think she's wearing bike pants.Kagari said:She's wearing shorts under that skirt
The PSN trailers are most definitely compressed.
More like pitch black burumas. Boo Lightning, if you're shy about this type of thing then don't wear a skirt battle ;'( Just look at Selphie and Ashe 3;Kagari said:She's wearing shorts under that skirt
I'm curious to see how the system will be fully implemented. Will we have the opportunity to run from encounters like what was available in XII, or will we be back to holding down shoulder buttons after the battle transition has already occurred? How far will the battle radius be when determining which enemies on the travel field will transition to the battle? Will the size of the battle field be limited by the travel field positions of enemies that were nearby but still outside the transition radius? If we've managed to significantly move across the battle field, will this be reflected in our position on the travel field after battle? If so, is there the possibility that one will be transitioned directly from one battle into the attack radius of an enemy, thus transitioning to another battle?stuburns said:It is identical. It's just to frame the enemies and correct the arrangement of the characters as far as I can tell.
stuburns said:It is identical. It's just to frame the enemies and correct the arrangement of the characters as far as I can tell.
Which technical limitations?Rpgmonkey said:It not being as seamless as FFXII is (at least partly) due to technical limitations.
Kitase mentioned it in an interview.
Some contextual stealth elements could be interesting if they aren't some disposable nonentity. Either do it correctly and make it matter or don't bother.stuburns said:I've been thinking about that actually. I'm kind of thinking we might get some light stealth elements. If they see you in the demo, they'll catch you almost always, but it seems like you can run away, and you go into this strange sneaky walk when you're in their area of perception and trying to walk.
I also suspect how we 'meet' them will effect how a battle starts, even though it doesn't appear to currently in the demo.
This seems to be the most glaring defiency in their engine, and hints to me that perhaps it isn't as optimized for the PS3 as some people are expecting. When a game like God of War III has up to 50 enemies fighting Kratos on the back of a Titan in the form of a moving level, clearly the PS3 should be capable of seamless combat like FFXII.Rpgmonkey said:It not being as seamless as FFXII is (at least partly) due to technical limitations.
Kingsora said:Hilarious FF XIII shit, you just have to see this: :lol
http://ps3life.nl/nieuws/3498-lachen-met-final-fantasy-xiii/
I disagree. I think they've just chosen to use the power in other areas. I think this is the best looking PS3 game, with probably the best image quality of any 720p game on there. They've clearly 'tapped' the PS3 to near it's full potential. If they were happy with it being less visually impressive they could have done seamless battles, but it's not like they are pure advantage. There are disadvantages to them, not having enemies 'lined-up' correctly, having your party magically catch up with you (something masked when going into an 'arena' to fight).flabberghastly said:This seems to be the most glaring defiency in their engine, and hints to me that perhaps it isn't as optimized for the PS3 as some people are expecting. When a game like God of War III has up to 50 enemies fighting Kratos on the back of a Titan in the form of a moving level, clearly the PS3 should be capable of seamless combat like FFXII.
No it suffered in being crap, and loading every 30 seconds.Zilch said:FFXII didn't exactly suffer graphically due to its seamless battle system...
SundaySounds said:a bit LTTP and out of the loop, but has this demo come to America yet?
Zoe said:Could somebody point me towards the music rips?
FFXII loaded every 30seconds? I don't remember having a big loading problem in that game at all.stuburns said:No it suffered in being crap, and loading every 30 seconds.
I was exaggerating, it loaded a lot more than FFX seemed to.hateradio said:FFXII loaded every 30seconds? I don't remember having a big loading problem in that game at all.
Ether_Snake said:Yeah it's not loading in FFXIII's battle. It's just repositioning the characters according to the battle system's needs.
I hope more of the battles will be seamless like the first one, at least boss bottles. The behemoth battle wasn't and it looked weird as a result (he dashes, then he's just standing there).
The boss in-between is the same, he rushes Lightening then it cuts to the fight and the guy is standing perfectly still.Ether_Snake said:What I said was that the transition was stupid, it rushes toward the crew at full speed but then after the battle transition it's just sitting there waiting to be attacked, unlike the first boss fight that had a smooth transition.
Ether_Snake said:What I said was that the transition was stupid, it rushes toward the crew at full speed but then after the battle transition it's just sitting there waiting to be attacked, unlike the first boss fight that had a smooth transition.
A demo of Versus with FFXIII would be insanely awesome. Though, I'm not currently planning on importing it, so I'd be gutted if only Japan got it.nelsonroyale said:We will probably see real gameplay of that when this game is released towards end of 09
i'm not so sure those 2 fights are bosses actually. they're event battles in the demo, but i'm pretty sure there will be more behemoth enemies as well as commander-type psi-coms as regular encounters in the game as well.Ether_Snake said:What I said was that the transition was stupid, it rushes toward the crew at full speed but then after the battle transition it's just sitting there waiting to be attacked, unlike the first boss fight that had a smooth transition.
maybe later. the psi-coms in the demo are just some pmc that's not the official military, according to lightning.Ether_Snake said:Yeah I know but that's not my point, a cinematic-to-battle transition should be as seamless as the first fight IMO. I wouldn't be surprised if in the final game they are, but right now it's not the case.
BTW are the original PYSOPs dudes really no longer in the game or what? I liked the design, it was really original.
Ether_Snake said:Yeah I know but that's not my point, a cinematic-to-battle transition should be as seamless as the first fight IMO. I wouldn't be surprised if in the final game they are, but right now it's not the case.
BTW are the original PYSOPs dudes really no longer in the game or what? I liked the design, it was really original.
Which ones are those? I haven't been keeping up with XIII too well.Ether_Snake said:BTW are the original PYSOPs dudes really no longer in the game or what? I liked the design, it was really original.
nelsonroyale said:clearely battles going to a separate screen has nothing to do with technical limitations...the first battle is entirely seemless...
RoboPlato said:Which ones are those? I haven't been keeping up with XIII too well.
RoboPlato said:Which ones are those? I haven't been keeping up with XIII too well.
Kagari said:http://ps3media.ign.com/ps3/image/article/805/805648/final-fantasy-xiii-20070717102530672_640w.jpg[IMG]
These stormtrooper looking guys.[/QUOTE]
Ah, thanks. I remember now.
Rpgmonkey said:The first battle is a weird case though.
But eh, he said they were sorta limited with memory once the summons and special attacks/skills got brought into the equation, and couldn't go entirely seamless with every fight, so I'm inclined to believe that whatever the case is will be more apparent in the full game.
I'd assume the soldiers shown earlier that didn't look like Helghast clones.
Rpgmonkey said:The first battle is a weird case though.
But eh, he said they were sorta limited with memory once the summons and special attacks/skills got brought into the equation, and couldn't go entirely seamless with every fight, so I'm inclined to believe that whatever the case is will be more apparent in the full game.
I'd assume the soldiers shown earlier that didn't look like Helghast clones.
Ether_Snake said:I think he meant that since they isolate the characters currently involved in the fight and the others disappear, it allows them to have the summons without too much frame drop. They might also load the summons during the early phase of the battle in the memory and unload them at the end quickly, it wouldn't take long. But having 100% seamless battles would be impossible with the way the battle system works cause the positioning of the characters is important for the way the attacks and the animations work.
Ether_Snake said:I think he meant that since they isolate the characters currently involved in the fight and the others disappear, it allows them to have the summons without too much frame drop. They might also load the summons during the early phase of the battle in the memory and unload them at the end quickly, it wouldn't take long. But having 100% seamless battles would be impossible with the way the battle system works cause the positioning of the characters is important for the way the attacks and the animations work.